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author | Juan Linietsky <juan@godotengine.org> | 2021-03-24 20:44:13 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-04-19 14:12:22 -0300 |
commit | 2b730cad902196e081debfb47c2e3d7ecb472b81 (patch) | |
tree | eb7c7cba55a36012adec07f3846d7e34295980ae /editor/import | |
parent | 29775a1714d01f35570ef708d24a1cde77aa1a5a (diff) |
Use multiple threads to import.
- For now everything imports multithreaded by default (should work I guess, let's test).
- Controllable per importer
Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads:
Importing goes down from 46 to 7 seconds.
For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
Diffstat (limited to 'editor/import')
-rw-r--r-- | editor/import/resource_importer_scene.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/editor/import/resource_importer_scene.h b/editor/import/resource_importer_scene.h index 6c6af57c4c..00039f2ac6 100644 --- a/editor/import/resource_importer_scene.h +++ b/editor/import/resource_importer_scene.h @@ -173,6 +173,8 @@ public: virtual bool has_advanced_options() const override; virtual void show_advanced_options(const String &p_path) override; + virtual bool can_import_threaded() const override { return false; } + ResourceImporterScene(); }; |